That's the sad part. Don't get me wrong, I really want to like it and know it will sell, but this is a crappy effort. They could've duplicated the PSP version no problem...
To be honest, porting a full version of MH to iOS would be nigh-impossible due to the multitude of buttons needed for the controls. I know this game is mediocre, but expecting a full-featured MH on iOS is wishful thinking, at best.
Then give an idea as to how they are going to fit 4-6 buttons, toggle dodge+walk+run, battle item selection, movement and camera controls without them taking up 50% or more of an iphone's screen. It would add even more uneeded complexity to what is already a skill-based game. Take a look at dungeon defenders. Talk about an overly convoluted control scheme. Some games are better off being played on a real console. Sure, it may run on ios fine, it just doesnt have the control capabilities for it. A touchscreen without tactile feedback can only go so far.
Not a chance it's as capable. The lack of hardware controls severly limits the device for a lot of gaming. There are some great games on iOS but to say it's a capable as a dedicated handheld console it ridiculous. Since I got the 3DS I realised how much I miss actual buttons and how limiting the on screen controls can be. The games that take advantage of the touchscreen and are different from normal or traditional games are the ones that stand out. A direct conversion just doesn't cut it. I love my iPhone4 but it's becoming more of an audio/work device rather than a gaming one. I don't mind paying £25 for a 3DS game as the experience is much better. Rayman 2 on iPhone vs Rayman 3D on 3DS is no contest - even with the difference in price! Also the choppy framerate you tend to get in games even on the iPhone4 is unacceptable. It's an amazing bit of hardware but it's really not THAT amazing. Beat to the punch ^^ zephro!
Wait till iPhone 5's out. It should be more than capable. Hopefully they'll implement the glasses-free 3d that 3DS uses coz we know that the iPhone 4 and iPad 2 hardware can handle it and pull it off now that they have them front facing camera on.
Game Impressions I'm with Chusky on this one- i was pleasantly surprised by this. FWIW, i used to be very much into MH Freedom Unite on PSP, and logged about 150 hours. I was well-versed in the claw, and always was thorough on my prep before a quest. This game is certainly cut-down from the 'real' monster hunter experience. There is no storyline (although that wasn't exactly the original's strong point), and you're not taking on quests from anyone- just going into battle with each monster successively. The fights are arranged as groups of four- starting at level 1- Yian Kut-ku, Congalala, Daimyo Hermitaur and Khezu, then level 2 starting with Basarios etc. You unlock them in a linear fashion- by beating one, you can move onto the next. it would be nice if each monster within each group was selectable freely, but this is not the case. You tool up beforehand by selecting your equipment- at the moment there is Sword and shield, Greatsword and Dual swords. Presumably if things go well, Capcom will update the game with new weapons in the future. Ranged options would be good, as well as more esoteric weapons like the Hunting Horn. Armour only comes as complete sets, meaning the strategy of mixing parts for unique effects is mitigated. However, each set does have specific bonuses, like the Kut-ku armour being more resistant to fire etc. The monster parts you acquire after defeating foes can be used to craft new armour and weapons, and these can each be upgraded too. The fighting itself actually is fairly accurate to the original, but incorporates that feature that purists will absolutely hate- the camera stays locked on the monster (no more claw-hand, oh the horror!). You can freely move around the area (which seem to be all just circular), towards or away from the monster, or around. Double-finger swipes make you roll, although the invincibility window seems to have been increased slightly from the original, making timing easier, tapping makes you do your normal attack, and you can get stronger swipe attacks, but have a limited stock of these. Still, the monsters don't run away if they have low health, and there are no mobs either to put pressure on and distract you whilst you're fighting- it's strictly one-on-one. Like the original, you have to read the monsters' movements, but it's slightly easier here, because you have indicators as well as the monsters' own 'tells'. Red indicates an attack that you cannot guard, so have to dodge, and yellow indicates that it can also be blocked. Blocking still gives you some damage, though, so is not an easy way out. Each fight is time-limited, and you get awarded bonus points at the end if you took down the monster quickly etc. Difficulty is pitched not too badly- monsters' strong attacks can still give you a good bit of damage, and don't be surprised to see the 'quest failed' screen on more than one occasion. Room for improvement is definitely there- i'd like to see more weapons and gear, and perhaps an overhaul of the quest system to give it more context- even a few lines of text and a picture of the village elder (the character who you would get quests from in the single-player portion of the original games) would go a long way to helping recreate the authentic atmosphere. Also, addition of things like the monster encyclopedia would help in giving it 'context'. You still have a hunter license card, which keeps track of your playtime, rank etc., which is only a small detail, but one that i definitely DO like. TL;DR: Significantly cut-down Monster Hunter version. Lacks the 'hunting' part. Battles certainly capture the spirit of 'giant monster fighting'. Upgradeable equipment and weapons; could do with more. Oh yeah- in-motion, the graphics aren't too bad. Overall, i'd give it a 7/10. Decent effort, but more attention required on the part of Capcom.
Watched the video. Not impressed. Plus I have an iPad 2 now, and this is yet another stupid non-universal app.
It's not the 3D that makes the difference. It's the hardware vs touchscreen controls and the hardware controls will win everytime. LG are already bringing a phone out with the 3D tech remember.
Well, as someone who's never understood why all the harvesting, crafting, hours-long-tutorialing, and camera-control-struggling in the PSP versions of MH are supposed to be fun, I'm definitely enjoying this version. It gets to the point quickly, the touch controls are accessible and work well, and the graphics (while not Retina-capable) are serviceable. It basically plays like a version of Infinity Blade with worse graphics but much more character mobility. It's probably the best non-SF action game that Capcom has released in the App Store so far. BTW: Not to add to the whole 3DS derailment of this thread, but for me the device has been pretty much a serious disappointment.
I kinda get the impression that there are very few impartial participants in this thread. I had MH for the PSP, and while I liked it, I didn't put in hours upon hours with it. Honestly, I was a little put off by the complexities (which seems to be what the people who love it appreciate about it). Because of this, I like being able to take 5-10 minutes to battle a monster or two. The crafting is very basic, but that's actually more to my taste, so it's a positive in my eyes. I'm almost getting the impression that the hardcore fans would rather they didn't make a MH for the iOS at all if it's not a full-featured port. I'm not of that camp. I'm glad to have a portable MH experience.
Well ive just finished all the quests, there's only 12. But I've not unlocked many weapons or armours. It's far to easy with a great sword you can just stand there and swing. I managed to kill the last monster by just swinging constantly. Now it's just grinding to unlock all the weapons and armour. It is cool as a small pick up an play version of monster hunter but I feel there's some main monsters missing. Like rathalos, plesioth maybe fatalis. Maybe we'll get more monsters in an update. But for now I'd say it's worth getting if you like monster hunter as there's still a lot of things here from the series just in a small quantity. I'll repeat though this is far to easy for a monster hunter game. Which ever weapon you choose does require much thinking just hack away until dead. Maybe the monsters should get stronger each time you kill them? That would add some extra life to it.
@Square and Sizzla: actually, i'd be definitely with you guys on the 'reduced complexity' front. Sometimes it's nice to just jump straight into the action. @monkey: Gah, only 12 quests? (I assume that's up to lvl 3, right?) So who is the last one? Does the hunting level on your license increase above 3??? Perhaps a future update will adjust balancing as well- i felt that, for example, the greatsword was a little too quick in this game, which might contribute to monkey's feeling that the weapons didn't feel much different to use, and you can just keep swinging away. Originally, you needed to be extremely careful with timing, or you'd be caught with your sword embedded in the ground, whereas if you had SnS or dual swords, you'd be flying all over the place, mashing the monster from crazy angles, then rolling out of the way.
Quest go as followed Lvl 1 Kut ku Congalala Daimyo hermitaur Khezu Lvl 2 Basarios Blue kut ku Blangonga Rathian Lvl 3 Yian garuga Shogun ceanataur Monoblos
And about the great sword they just seem to over powered. I've always been a s&s user in normal mh games but here you can just grab a great sword swing away and win in seconds and that's just with the second or third sword. Id still say it's a good effort from capcom to capture the feel of monster hunter but change it so it's faster paced and more suited to quick plays for on the go. I'm still loving playing it but it's just far to easy IMO. I'd have preferred the battles a little slower with a bit of skill/strategy involed.
Lol, sad, I guess they made the GS too fast, or didnt make you move as slow. Then again I think this happens because the monsters in this version don't have as much mobility (from what I've seen in the videos at least). I was curious, I saw that vs. YKK you could break its ears like normally. Can you break every part of an Ian? Or is it limited to only the head again?
Hmm, i'm starting to get the same feeling as you, Monkey- really hope that Capcom put out an update that balances it a bit, and separates the weapons too. Part of the GS strategy was definitely the difficulty in choosing the right moment to strike. Although in this version, things like the unsheathe strike are not present, it'd be good to see more strategy being required. And i've said it twice already, and will say it again: i want them to remove those 'danger' signs- i want to look at the monster, and be trying to read what it's going to do from its body language, rather than have the game tell me. Actually, there's a question- does breaking the monsters' parts give better end-of-quest rewards? Intuitively, i thought they would have included this; I broke Khezu's face the other day, but it was my first time fighting it, so not if it affected the reward... [EDIT] Beaten to the question by Khamous